Sons of Gruumsh is an adventure module for the Forgotten Realms campaign setting using the 3.5th-edition Dungeons & Dragons® ruleset.
Trouble brews in Thar as orc tribes converge on the ruined fortress of Xûl-Jarak, flocking to the banner of a charismatic warlord. What are their wicked intentions, and what connection do they have to the six missing nobles from Melvaunt?
The stand-alone Dungeons and Dragons adventure is designed for 4th-level characters. Although set in the world of Faerûn, it can easily be placed in any D&D campaign. To run the adventure, you need the Player's Handbook, Dungeon Master's Guide, Monster Manual, and the Forgotten Realms Campaign Setting. The adventure can be played using D&D Miniatures.[2]Contents[]
- Introduction
- Part 1: The Lost Scions
- Part 2: Crossing Thar
- Part 3: Xûl-Jarak
- Part 4: Flight or Fight
Description[]
Sons of Gruumsh is set in Melvaunt and the Thar and sees player-characters pitted against a gathering orc army.
Summary[]
Sons of Gruumsh involves six missing nobles from Melvaunt, as tribes of orcs in Thar converge on the ruined fortress of Xûl-Jarak, flocking to the banner of a charismatic warlord.
Index[]
Characters[]
- Aleg • Argens Bruil • Bremen Leiyraghon • Daazlag • Dornig Leiyraghon • Elaint Marsk • Esselios • Glynt Axefist • Grûnhawr • Gwendar Dolmenward • Halagor • Haravak • Jens Galt • Jurrg • Kalman Leiyraghon • Kara Calaudra • Krog • Livikus Arthantar • Naazlog • Nethan • Ongom • Oreal Nanther • Pluarty Crow • Rowthar • Rûlgar • Snyrr • Tayne • Thrull • Vhazror • Worsten Nanther • Xeldar Orsalyn
- Referenced only
- Andos Calaudra • Brin Natali • Broakus Dead-Eye • Dorn Crownshield • Halmuth Bruil • Kreleb • Krull the Wicked • Kursk One-Tusk • Murgmar the Wretched • Old Tom • Peuter Marsk • Skabra • Skalagar Firetamer • Skorn Bladebreaker • Tragwor the Brutal • Tzaroth Wormeater • Urlûn Dwarfsplitter • Vagr Natali • Vanth Bruil • Zarûn
Creatures[]
- Ambush drake • Basilisk • Dire boar • Dire wolf • Gold dwarf • Horse • Human • Manticore • Mountain orc • Ochre jelly • Ogre • Orc • Orog • Owlbear • Rat • Raven • Tanarukk • Troll • Werewolf • Wolf • Worg • Wyvern • Zombie
- Referenced only
- Half-elf
Locations[]
- Buildings & Sites
- Crow's Nest • The Frothey Beard • Glister Road • The Rusty Bucket • Xûl-Jarak
- Settlements
- Melvaunt
- Wilderness
- Thar
- Planes
- Material Plane
- Referenced only
- Glister • Underdark • Zhentil Keep
Magic items[]
- Hammer of Gruumsh
Organizations[]
- Families
- House Bruil • House Calaudra • House Leiyraghon • House Marsk • House Nanther • House Natali
- Groups
- Broken Fang • Roving Eye • Zhentarim
- Referenced only
- Council of Iron
Religions[]
- Priests
- Bane
- Temples
- Temple of Oghma • Temple of Tyr
- Referenced only
- Bahgtru • Ilneval • Luthic • Shargaas • Yurtrus
Spells[]
Miscellaneous[]
- Bloodspear Ritual
Gallery[]
Credits[]
- Designer: Christopher Perkins
- Additional Design: Will Littrell, Stephen Schubert
- Developer: Stephen Schubert
- Editing Manager: Kim Mohan
- Design Manager: Christopher Perkins
- Development Manager: Jesse Decker
- Senior Art Director D&D: Stacy Longstreet
- Director of RPG R&D: Bill Slavicsek
- Production Managers: Josh Fischer, Randall Crews
- Forgotten Realms Art Directors: Mari Kolkowsky, Robert Raper
- Cover Artist: Todd Lockwood
- Interior Artist: Mike Dubisch
- Graphic Designer: Dee Barnett
- Cartographers: Dennis Kauth, Robert Lazzaretti
- Graphic Production Specialist: Angelika Lokotz
Appendix[]
Trivia[]
The original cover of Sons of Gruumsh incorrectly showed the author as Will Littrell. Corrected versions were quickly shipped out, but a number of the incorrect editions remain. Product images online, like Google Books , often use the incorrect cover.
Notes[]
- ↑ No date is given in the module. Its depiction of Melvaunt has very different noble leaders, their internal politics, and temples than that given in other sources, such as Mysteries of the Moonsea, which was printed a year later. Therefore, it's assumed Sons is set after Mysteries, which is set in the later half of 1373 DR. Moreover, Sons's temple of Tyr has been present "for only a year" and is not apparent in Mysteries. Ergo, Sons of Gruumsh is assumed to be set in mid- or late 1374 DR. This is also a common setting date for late 2005 sourcebooks.
External links[]
Disclaimer: The views expressed in the following links do not necessarily represent the views of the editors of this wiki, nor does any lore presented necessarily adhere to established canon.
- Sons of Gruumsh Art Gallery. Wizards of the Coast. (2005-10-20). Archived from the original on 2008-09-30. Retrieved on 2021-12-28.
- Eric Cagle (2006-04-18). Tougher Sons of Gruumsh (Zipped PDF). Web Enhancement for Sons of Gruumsh. Wizards of the Coast. Archived from the original on 2016-11-01. Retrieved on 2018-09-11.
- Dungeon Masters Guild product page
References[]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Christopher Perkins (September 2005). Sons of Gruumsh. (Wizards of the Coast), p. 2. ISBN 0-7869-3698-3.
- ↑ Christopher Perkins (September 2005). Sons of Gruumsh. (Wizards of the Coast). ISBN 0-7869-3698-3.
Adventures
Anauroch: The Empire of Shade • City of the Spider Queen • Cormyr: The Tearing of the Weave • Into the Dragon's Lair • Pool of Radiance: Attack on Myth Drannor • Shadowdale: The Scouring of the Land • Sons of Gruumsh • The Twilight Tomb